Professional Documents
Culture Documents
An Adventure Site Sharn: City of Towers is a new book for use with the EBERRON
Web Enhancement for Campaign Setting. It provides a wealth of history and game
Sharn: City of Towers information about the city of Sharn, but you need not
set an entire campaign there to make use of this prod-
uct. Characters can visit Sharn for many reasons, and
they can travel the length and breadth of Khorvaire via
DESIGN
Sharn’s airships, which leave regularly from Lyrandar
Darrin Drader
Tower.
Designer Darrin Drader updates and expands the
EDITING information about Lyrandar Tower, otherwise known
Penny Williams as the airship docking tower, in Sharn. As always, feel
free to adapt the material presented here as you see fit
TYPESETTING to make it work with your campaign.
Eric Haddock
WEB PRODUCTION
Julia Martin
PREPARATION
You (the DM) need the D&D core rulebooks—the Player’s
Handbook, the Dungeon Master’s Guide, and the Monster
WEB DEVELOPMENT Manual—as well as the EBERRON Campaign Setting and Sharn:
Mark A. Jindra City of Towers—to use this adventure site. The information
presented here utilizes the D&D v.3.5 rules.
GRAPHIC DESIGN To get started, print out the adventure site. Read
Lisa Hanson through it at least once to familiarize yourself with
the situation, site, and major NPCs (particularly their
motivations). You must decide what kind of action takes
place here—whether the PCs simply visit the tower in the
course of normal business or have a particular reason to
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary go there.
Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game
designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard
Baker, and Peter Adkison.
This WIZARDS OF THE COAST® game product contains no Open Game
Content. No portion of this work may be reproduced in any form
OVERVIEW
Because of its airship docking tower, Sharn is also
without written permission. To learn more about the Open Gaming
License and the d20 System License, please visit www.wizards.com/d20. known as the gateway to Xen’drik. Built on the Central
Plateau, Lyrandar Tower is one of the tallest structures
Check out the EBERRON website at www.wizards.com/eberron in the city. It measures 2,000 feet in diameter at the
This product uses updated material from the v.3.5 revision. bottom and 650 feet in diameter at the top.
DUNGEONS & DRAGONS, EBERRON, D&D, DUNGEON MASTER, D 20, D 20 SYSTEM , WIZARDS OF
The top floor of the tower houses the airship dock-
THE COAST, Sharn: City of Towers, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual and
their respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other
ing port—one of the busiest centers of activity in Sharn.
countries. The tower is the first sight that most visitors see upon
All Wizards characters, character names, and the distinctive likenesses thereof are
trademarks of Wizards of the Coast, Inc. arriving in the city, and it is often the only place visited
Distributed to the hobby, toy, and comic trade in the United States and Canada by regional
distributors. Distributed in the United States to the book trade by Holtzbrinck Publishing. by people here on business or just passing through.
Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of
the Coast, Inc. and regional distributors. Lyrandar Tower offers a wide array of services to the
This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited travelers who pass through it. Just about any product the
without the express written permission of Wizards of the Coast, Inc.
This product is a work of fiction. Any similarity to actual people, organizations, places, or city has to offer is also available here, though at prices
events is purely coincidental.
ten to fifteen percent higher than elsewhere in the city.
But most travelers are willing to spend the extra money
for the convenience of having everything they need so
handy.
The actual docking port is on the top level of the dock, so it poses no hazard to people standing there, or
tower. The levels just beneath it house guilds and orga- to the structure itself.
nizations that offer a variety of services for hire. Wealthy In addition, each balcony is equipped for skycoach
individuals can book skycoaches, hire mercenary com- docking. Skycoaches often approach the balconies when
panies to protect their airships on particularly danger- their drivers see approaching airships, then wait there
ous journeys, or retain bodyguards for travel aboard an for disembarking passengers who want a quick ride to
OVERVIEW
airship as well as protection within the city. another part of the city. Such convenience usually costs
On the middle levels, travelers can rent lodgings up to double the going rate for such services.
for any length of time. The available rooms range from Although the tower has eight docking ports, no more
large and extravagant to barely large enough for a bed. than four are typically in use at any given time—two
The hostels are owned by several dragonmarked houses, for arrivals and two for departures. The other ports
which compete to draw travelers to their establishments. are reserved for periods of heavy traffic or emergency
Normally, all that differentiates one house’s inn from dockings. Occasionally a damaged ship puts in here for
another is the service provided by its staff. Most of the repairs and has to stay for an extended period, blocking
tower’s upper-scale lounges are also located in this por- off the dock where it is moored at great expense to its
tion of the tower. owner. Ships owned by House Lyrandar, however, can
Virtually every form of entertainment is available stay in port indefinitely at no charge.
in the tower’s lower levels. Visitors in search of a good At any time, hundreds of shuffling people—most of
time can visit the theater, socialize in any of several lively them standing in long lines—are waiting to board the
lounges, seek out an establishment that specializes in next airship. Along the north and south walls are two
providing companionship, or win or lose a fortune in large areas filled with chairs. Together, these lounges
the games of chance offered at the casinos. Many people provide seating for more than five hundred people.
who live on the Central Plateau object to the types of House Lyrandar provides refreshments, such as fruits
businesses found here, but since the city’s ruling houses and water, free of charge to the waiting travelers.
often have vested interests in the commerce conducted The safety of the airship passengers using this dock-
in the tower’s lower portions, such complaints rarely ing port is of paramount concern to House Lyrandar.
bring action. No fewer than fifty guards (primarily 3rd- to 5th-level
fighters and 3rd- to 5th-level wizards and clerics with
typical arms and armor) patrol this room at all times.
DOCKING PORT Two fighters wearing armor under their robes and a
The airship docking port is a single room that occupies wizard wearing austere gray robes and goggles of detect
the entire top floor of Lyrandar Tower. The walls of magic are stationed at each airship gate. This group is
this massive chamber are 30 feet high, and the domed charged with spotting any dangerous magic devices that
ceiling rises to dizzying heights. Four lifts located in embarking passengers are attempting to bring aboard
the center of the room allow easy access to the docking the ship. Ranged and melee weapons of low and moder-
port from the levels below. Two massive, 20-foot-high ate strength are allowed on board with the passenger,
doors pierce each of the four walls. Each door opens provided that each such weapon is secured in its sheath
inward to reveal a balcony from which hangs a massive, with a peaceknot.
fork-shaped dock. Passengers embarking on one of House Lyrandar’s
The balcony doors are normally kept open, regard- ships must undergo strict security checks. Any magic
less of the weather. A permanent magical field keeps out items that the wizards on the inspection teams cannot
the chill wind while allowing passengers to enter and identify or that they deem overly dangerous are confis-
exit their ships. The doors are closed only in the rare cated and placed in one of the ship’s locked cargo holds,
instances when the city is under attack. then returned to their owners upon reaching the des-
s Adamantine Doors (8): hardness 20, hp 400. tination. A few airships owned by other houses do not
Each balcony is equipped with a powerful light employ such stringent safeguards, but their passenger
housed in a compact light station (lighthouse). Powered lists are normally much more exclusive.
by a lead sphere bearing a permanent daylight spell, the
light is backed by a concave mirror that reflects the light
outward. The operator of each small light station scans ADVENTURE HOOKS
the sky for approaching airships. When its dock is avail- The airship docking port is normally a peaceful place,
able, the station acknowledges a ship by maintaining although unexpected violence does occur here occasion-
the light on its sails for several seconds. Upon receiving ally. Passengers with hidden agendas are commonplace,
this signal, the airship glides in beside the balcony from and some of them can be quite dangerous if their identi-
which the signal originated. After tying the ship into ties are discovered. The following adventure hooks can
place, the attendants drop a ramp from its deck so that be used to draw PCs into some action here.
passengers can embark or disembark. The ship remains • The PCs must take an airship to the area of a lost
airborne at all times, even while docked. The ring of fire ruin they intend to explore in Xen’drik or parts
encircling the airship is safely beyond the reach of the beyond. A band of mercenaries from a competing
2
house has been charged with slowing the PCs down only in the reception area, where Captain Larinard,
in any way possible. They may attempt to prevent the the leader of the company, greets clients and conducts
airship’s departure, or they may try to delay the PCs, negotiations.
forcing them to catch a later flight. In either case, Hiring a mercenary band for a single voyage typi-
3
Clouds. Though the mercenaries are not evil, their OTHER LOCATIONS
mission is to protect the mastermind of an evil plot Other prominent locations within the upper levels of
while he travels to fulfill his nefarious designs. Lyrandar Tower include the following.
4
With the exception of the luxurious rooms on the to get away from their usual routines.
ninth floor and the suites on the tenth floor, the rooms The Hideaway’s entire floor is covered with a thick,
in the Ten Tier Inn have identical decor. Tan tiles cover gray rug. The dark-stained wooden tables are sturdy yet
the floor, except for a soft, off-white carpet on which elegant and built to seat either three or eight. The chairs
5
Adventure Hooks for 1 minute. His ring is specially made to work on the
The following adventure hooks involve the Hideaway. cases, and it has no effect on ordinary walls of force.
• Matar Akari, a well-known and respected merchant The auras of the magic items in his cases range from
specializing in the import and export of food was faint to moderate. He does have a few more powerful
THE LOWER LEVELS
recently found dead, impaled upon one of the items in his shop, but he keeps those in the back room.
lower spires. He was last seen alive in the Hide- Customers are allowed to touch the magic items, but
away. Matar’s grieving widow believes that he was only under the supervision of Isan himself or one of his
murdered there, and that his body was tossed over three daughters, who help him run the shop.
the edge of the nearby skybridge. Some suspect that Isan Chashy is an older man with a ring of wispy
he was murdered by his competitor, another mild- white hairs that seem to fly in a hundred different
mannered food merchant, while others believe directions at once surrounding his mostly bald head. A
that he simply fell victim to a random act of vio- former adventurer himself, he is always happy to hear
lence. Alternatively, Matar may have been involved tales of PC expeditions.
in some illicit dealings of which nobody else was D Isan Chashy: Male human artificer 12/expert 5.
aware.
• Beora Galidden, a half-elf widow somewhat past Adventure Hooks
her prime, has recently taken up with Matthius Below is an adventure hook involving Isan’s Extrinsic
Osleu, a young human courtesan. Beora’s husband Emporium.
was a longtime friend of Guillome Boromar, and • Isan is in constant need of exotic material compo-
the latter has been watching over the widow and nents available only from other areas of the globe.
her children and ensuring that their needs are met In addition, his research frequently unearths details
ever since Galidden’s untimely death. The courte- of as-yet-undiscovered magic items that pique his
san strikes Guillome as the type of fop who would interest. He is always willing to pay adventuring
toy with Beora’s affections in order to acquire her parties to acquire such items, but he is seldom will-
wealth. Others agree with him, but Beora believes ing to pay more than half the market value for them.
that Matthius has good intentions. Guillome is cur- He fully realizes that if the adventurers he hires
rently looking for someone willing to investigate the manage to acquire the desired item, they could sell
courtesan’s background and dealings and dispose of it themselves and make twice as much for it. Thus,
him discreetly if he is found to be duplicitous. he sends only groups that he knows personally and
D Beora Galidden: Female half-elf aristocrat 7. feels comfortable with. However, if a party in his
D Matthius Osleu: Male human rogue 3/aristo- employ has lost a member or faced an inordinate
crat 2. amount of danger, he may compensate the group
with an additional 15% bonus.
ISAN’S EXTRINSIC EMPORIUM
This popular novelty shop is the culmination of Isan OTHER LOCATIONS
Chashy’s lifetime of travel, during which he saw every Some of the other prominent locations within the cen-
country in Khorvaire, traveled to Xen’drik several tral levels of Lyrandar Tower are detailed below.
times, and even once came within a few yards of the
shores of Argonnessen. Though Isan is no longer in The Royal Brelish
any physical condition to travel the rest of the world, his This dining establishment specializes in dishes made
shop brings the world to him. with beef. Its owners and chefs pride themselves itself on
Visitors to this popular novelty shop are greeted providing the tenderest, most flavorful beef in Sharn.
with the sights of Xen’drik. In the window are 1-inch- At the Royal Brelish, patrons can expect the finest steak,
tall replicas of Xen’drik’s pyramids and tiny pieces of ribs, prime rib, and roasts in the city.
colored glass touted as dragonshards. Exotic plants from
the mysterious continent grow in pots throughout the The High Abode
shop, and in the back stands a statue of a giant wearing Temporary housing is available in this three-level inn.
a light, flowing robe tied with a rope at the waist. Unlike the Ten Tier Inn, all the rooms here are priced
But Isan deals in more than just novelties—he also as cheaply as possible. The lodgings are far from opu-
sells a wide variety of magic items. An artificer of great lent, but the price for a night’s stay is half that of the
talent, he created many of the items for sale here. The hostel’s more successful competitor.
rest he traded for, found, or purchased.
Isan displays the nonmagical goods on the shelves
and keeps the magic items locked away in what appear to THE LOWER LEVELS
be glass cases. In reality, they are metal frames with walls People typically visit the lower levels of Lyrandar Tower
of force serving as the transparent panes. Isan can tem- for entertainment of a mature nature. Gambling halls,
porarily lower the walls of force with a ring that he wears cheaply priced rooms that can be rented by the hour,
on his right hand. When he touches one of the sides of taverns, and businesses where companionship can be
the case with it, the force wall winks out of existence purchased are common here.
6
The lower levels of the tower also connect to the cogs. which he started this gambling house did not come to
Adventurers frequently travel down to those depths to him through honest means, but no one has ever found
explore the ruins of the ancient civilization upon which evidence of wrongdoing on his part.
modern Sharn was built and to challenge the numerous Rilfar has become quite wealthy during the fifteen